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Problems with a movement uncoded.

Started by IkuTronHD, October 05, 2016, 04:19:21 PM

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IkuTronHD

Hi all I want to make a motion like this https://youtu.be/YkkNT9uMCdc?t=13s
I have all the animations done but I lack the code and not to do someone help me.
Codes animations

Spoiler (click to show)
; Best Friend Forever Start
[Begin Action 2000]
Clsn2: 2
  Clsn2[0] = -16, -79, 17, -49
  Clsn2[1] = -13, -49, 15, -10
902,0, 0,0, 41
Clsn2: 2
  Clsn2[0] = -8, -74, 22, -48
  Clsn2[1] = -4, -48, 14, -10
902,1, 0,0, 4
Clsn2: 2
  Clsn2[0] = -2, -68, 22, -42
  Clsn2[1] = -5, -42, 13, -6
902,2, 0,0, 4
Clsn2: 2
  Clsn2[0] = -2, -65, 22, -34
  Clsn2[1] = -9, -34, 19, -6
902,3, 0,0, 4
Clsn2: 2
  Clsn2[0] = -12, -72, 16, -47
  Clsn2[1] = -7, -47, 16, -9
902,4, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -81, 11, -60
  Clsn2[1] = -7, -60, 20, -20
902,5, 0,0, 4
LoopStart
Clsn2: 2
  Clsn2[0] = -18, -82, 14, -58
  Clsn2[1] = -8, -58, 20, -19
902,6, 0,0, 4
; Proyectil
[Begin Action 2001]
2001,1, 0,0, 20
2001,2, 0,0, 2
2001,3, 0,0, 3
LoopStart
Clsn1Default: 1
  Clsn1[0] = -39, -70, 53, 5
2001,4, 0,0, 3
2001,5, 0,0, 3
2001,4, 0,0, 17
; Proyectil Colisionado
[Begin Action 2002]
2001,5, 0,0, 1, , AS256D0
2001,4, 0,0, 1, , AS224D32
2001,5, 0,0, 1, , AS192D64
2001,4, 0,0, 1, , AS160D96
2001,5, 0,0, 1, , AS128D128
2001,4, 0,0, 1, , AS96D160
2001,5, 0,0, 1, , AS64D192
2001,4, 0,0, 1, , AS32D224
; Golpe Final
[Begin Action 2003]
-1,-1, 0,0, 35
400,0, 0,0, 3
400,1, 0,0, 3
400,2, 0,0, 3
400,3, 0,0, 3
Clsn1: 1
  Clsn1[0] = 5, -31, 76, 6
400,4, 0,0, 15
400,5, 0,0, 3
400,6, 0,0, 3
400,7, 0,0, 3
400,8, 0,0, 3
; Best Friend Forever Fail
[Begin Action 2004]
Clsn2: 2
  Clsn2[0] = -10, -77, 9, -55
  Clsn2[1] = -1, -55, 14, -16
902,7, 0,0, 4
Clsn2: 2
  Clsn2[0] = -8, -74, 11, -53
  Clsn2[1] = -7, -53, 11, -15
902,8, 0,0, 4
Clsn2: 2
  Clsn2[0] = -9, -72, 12, -54
  Clsn2[1] = -8, -54, 10, -18
902,9, 0,0, 4
; DaƱado con el golpe final
[Begin Action 2005]
5010,0, 1,0, 1
5010,0, -1,0, 1
5010,0, 1,0, 1
5010,0, -1,0, 1
5010,0, 0,0, 1

What do I have to do?
I'm trying to do an edit of Marisa by Ricepigeon

XGargoyle

No one will create the code for you. Check other characters using a similar attack, find which states are executed and then look up them in the code, and try to understand how every line of code is working. Go to the Mugen Class section for additional details on each trigger and sctrl. Create your own code usign the other character's as a base, and then, if you have problems, post them here asking for help.

You will need to add the movement activation in the CMD file, specifying the key combination to perform the move, example QCB+punch
You will need to create at least one state in he CNS for your character in which animation 2000 is played. In this state, you will need to spawn a helper (the projectile), and you will need at least one (recommended 2) states dedicated for the projectile.


XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
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altoiddealer

#2
As far as I can tell, she's coded for MUGEN 1.0, so you will not be able to easily access that Zoom feature introduced in MUGEN 1.1.

The best thing you could do is use the "scale" parameter in the AngleDraw controller, and use an equation factoring in the "Time" trigger to make the effect get applied smoothly.  This would not zoom anything else except for Marisa - not the background, not the enemy player, etc.

[State 1000, Scale]
type = AngleDraw
trigger1 = Time < 60
scale = 1.0+(Time*1.0/60.0) , 1.0+(Time*1.0/60.0)

This equation would last 1 second, and would make the character scale from 100% to 200% within that timeframe.


IkuTronHD

Help me some bugs


Code the super:;---------------------------------------------------------------------------
; Best Friend Forever
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2001
ctrl = 0
sprpriority = 1
facep2=1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 10
y = 0

[State 2000, VS]
type = varset
trigger1 = time=0
trigger1 = fvar(10)<1.0
fvar(10)=fvar(10)*0.925

[State 4000, Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Blackout Effect"
ID = 701
pos = 0,0
postype = p1
stateno = 701
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40

[State 2000, Spellcard Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Spellcard_FX"
id = 1999
stateno = 1999
pos = 0,-50
postype = p1
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40

[state 1010, Za Warudo!]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S4,0
p2defmul = 1
poweradd = -1000
unhittable = 1
movetime = 40
darken = 0

[State 2000, Helper]
type = Helper
trigger1 = time = 0
ID = 2000
pos = 0,0
postype = p1
stateno = 2010
helpertype = normal
name = "Sombra"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2000, 1]
type = HitDef
Trigger1 = 1
attr = S, NA          ;Attributes: Standing, Normal Throw
guardflag = MA
damage = 10,0
hitflag = MAF
priority = 3, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = S8020+(random%2)
guard.sparkno = S8030
sparkxy = -10,-46
hitsound = s1,2
guardsound = s2,0
p1stateno = 2020       ;On success, player changes to state 810
p2stateno = 2030       ;If hit, p2 changes to state 820 in player's cns
ownpal = 0
fall = 1              ;Force p2 into falling down

[State 1000, Scale]
type = AngleDraw
trigger1 = Time < 60
scale = 1.0+(Time*1.0/60.0) , 1.0+(Time*1.0/60.0)

[State 2000, end]
type = ChangeState
trigger1 = movehit
value = 2020
ctrl = 1

[State 0, PosSet]
type = PosSet
trigger1 = time >= 101
x = -80
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time >= 101
x = 0
y = 0

[State 2000, end]
type = ChangeState
trigger1 = Time >= 101
value = 2003
ctrl = 0

[Statedef 2003]
type = S
ctrl = 0
anim = 2003

[State 703, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------

[Statedef 2010]
type = S
movetype = A
physics = N
anim = 2000
velset = 0
ctrl = 0

[State 2010, end]
type = Destroyself
trigger1 = time >= 101

;-------------------------
[StateDef 2020]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2002
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = 27

[State 2000, 1]
type = HitDef
Trigger1 = Animelem = 6
attr = S, NA          ;Attributes: Standing, Normal Throw
guardflag = MA
damage = 100,0
hitflag = MAF
priority = 3, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = S8020+(random%2)
guard.sparkno = S8030
sparkxy = -10,-46
hitsound = s1,3
guardsound = s2,0
p1stateno = 2020       ;On success, player changes to state 810
p2stateno = 2030       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 0, Hard Knockdown]
type = TargetState
trigger1 = animelem = 11 && time >= 90
value = 470

[State 2020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------
[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2020, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2004

IkuTronHD


XGargoyle

when you hit the enemy, you are placing into custom state 2030, but that state simply changes the animation to 2004, which is probably missing clsn boxes preventing the second attack (state 2020) to connect. Also, there's no selfstate in 2030, so the enemy has no way to recover his own states


XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!